SiegeCommander wrote:Is it even worth paying for these guys instead of spearmen? Since none of our units generate enough attacks to negate stepping up usually why pay around double for the same durability with slightly increased stats? What are your guys thoughts on our elite special choices compared to our core in 8th?
Here, I'd like to explore some uses for small units of elites,taking advantage of their minimum size of 5, which allow the units to remain very cheap and therefore expandable,
while the army selection allows us to take 3 similar elite choices and up to 50% of the army as elite,
therefore it is now possible to have a real MSE army (alongside classical mass core choices if needed).
For example, you can take 3 WE squads plus 3 BG squads and still have pts for a large Execs unit plus some chariots.
If you wish to discuss about slightly larger units, 10-14 strong, please report toUses for MME (Many MEDIUM Elites)
The largest elite units are dealt with inFLE (FEW LARGE Elites).
At present, I can imagine a few roles for small elite teams:
1. WE assassin squad
A commando of 6 "naked" WE to charge a large opposing unit in order to concentrate their high I attacks on the BSB - of course, they will die in the process.
The 3x2 unit charges the opposing BSB in the middle of the front line of the opposing large unit.
All 6 WE direct their hits on the BSB, which makes 3x3+3x1=12 poison attacks. Possibly a COB makes them KB. If the BSB happens to have a specific high I or ASF weapon and strikes first, then the rear WE will die first, so the amount of attacks is not that much decreased.
When BSB dies, the WE receive the vengeance of 5 models + 5 or 10 supporting attacks. Who cares? They were worth 66pts with little influence. The dead BSB was worth much more pts and had a gamewide influence.
EDIT: more on that tactics, courtesy of Lord Tsunami: Witches as suicide squads
2. BG speed bumper
A congo line of 5 naked BG to slow down a large unit:
1x5 BG line walks at 1" in front of the opponent and waits for the charge. Only 1 BG in contact, so only 3 models + 3 support attacks can hit the BG. Odds are that at least 1 BG survives. Stubborn BG holds. The opponent may reform but not move.
Then it is your turn: you charge with chariots or other elites on the flanks of the opposing unit. Alternatively, you may choose to elude it.
Watch out, some people might resent this trick as a cheap exploitation of a loophole in the rules.
3. CoK Charge of the Light Brigade
The knights are also an I6. They can make a few long range charges targeting wizards and running them through.
4. Shades warmachine trappers
6 infantrymen can fight any warmachine now.
Take 6 AHW Shades for that purpose.
Note that harpies are to be taken 6 in a unit for the same purpose.
Please develop your own ideas, as Wirewolf did below.
I'll edit this post, which could possibly become D.R.A.I.C.H.ed in the process.